void OnEnable () { if (particles == null) particles = GetComponent<PlaygroundParticlesC>(); particles.particleMask = particles.particleCount; }
int snapshotToLoad = 1; // The current snapshot to load when spacebar is pressed void Start() { if (particles == null) { particles = GetComponent <PlaygroundParticlesC>(); } }
public RecordedFrame(PlaygroundParticlesC playgroundParticles, float keyframeInterval) { particles = new PlaybackParticle[playgroundParticles.particleCache.Length]; for (int i = 0; i < particles.Length; i++) { particles[i] = new PlaybackParticle( playgroundParticles.playgroundCache.position[i], playgroundParticles.playgroundCache.velocity[i], playgroundParticles.playgroundCache.rotation[i], playgroundParticles.playgroundCache.size[i], playgroundParticles.particleCache[i].lifetime, playgroundParticles.particleCache[i].startLifetime, playgroundParticles.playgroundCache.life[i], playgroundParticles.playgroundCache.birth[i], playgroundParticles.playgroundCache.death[i], playgroundParticles.playgroundCache.lifetimeSubtraction[i], playgroundParticles.playgroundCache.color[i], playgroundParticles.playgroundCache.targetPosition[i], playgroundParticles.playgroundCache.initialSize[i] ); } timeStamp = Time.realtimeSinceStartup; this.keyframeInterval = keyframeInterval; }
void GenerateScatter() { if (!applyPositionScatter) { return; } _scatterPosition = new Vector3[particles.particleCount]; System.Random random = new System.Random(); for (int p = 0; p < _scatterPosition.Length; p++) { if (positionScatterMethod == MINMAXVECTOR3METHOD.Rectangular) { _scatterPosition[p] = PlaygroundParticlesC.RandomRange(random, positionScatterMin, positionScatterMax); } else if (positionScatterMethod == MINMAXVECTOR3METHOD.RectangularLinear) { _scatterPosition[p] = Vector3.Lerp(positionScatterMin, positionScatterMax, (p * 1f) / (_scatterPosition.Length * 1f)); } else if (positionScatterMethod == MINMAXVECTOR3METHOD.Spherical) { _scatterPosition[p] = PlaygroundParticlesC.RandomRangeSpherical(random, positionScatterMin.x, positionScatterMax.x); } else if (positionScatterMethod == MINMAXVECTOR3METHOD.SphericalLinear) { _scatterPosition[p] = PlaygroundParticlesC.RandomRangeSpherical(random, positionScatterMin.x, positionScatterMax.x, (p * 1f) / (_scatterPosition.Length * 1f)); } } }
IEnumerator Start() { particles = GetComponent <PlaygroundParticlesC>(); yield return(null); StartCoroutine(Emit()); }
// Instantiate a preset by name reference public static PlaygroundParticlesC InstantiateEditorPreset(Object presetObject) { GameObject presetGo = (GameObject)Instantiate(presetObject); PlaygroundParticlesC presetParticles = presetGo.GetComponent <PlaygroundParticlesC>(); if (presetParticles != null) { if (PlaygroundC.reference == null) { PlaygroundC.ResourceInstantiate("Playground Manager"); } if (PlaygroundC.reference) { if (PlaygroundC.reference.autoGroup && presetParticles.particleSystemTransform.parent == null) { presetParticles.particleSystemTransform.parent = PlaygroundC.referenceTransform; } PlaygroundC.particlesQuantity++; //PlaygroundC.reference.particleSystems.Add(presetParticles); presetParticles.particleSystemId = PlaygroundC.particlesQuantity; } presetGo.name = presetObject.name; return(presetParticles); } else { return(null); } }
void Start() { particles = GetComponent <PlaygroundParticlesC>(); thisTransform = transform; isSameLifetime = minimumLifetime == maximumLifetime; StartCoroutine(Shoot()); }
/**************************************************************************** * Monobehaviours ****************************************************************************/ void OnEnable() { if (playgroundSystem == null) { playgroundSystem = GetComponent <PlaygroundParticlesC>(); } if (Application.isPlaying && recordedFrames == null) { if (recorderData != null) { _hasRecorderData = true; if (multithreading) { LoadAsync(); } else { Load(); } } else { recordedFrames = new List <RecordedFrame>(); _hasEditedRecordData = true; } } _hasPlaygroundSystem = playgroundSystem != null; }
PlaygroundParticlesC particles; // Private reference to the particle system IEnumerator Start () { // Get a reference to the particle system if (particles==null) particles = GetComponent<PlaygroundParticlesC>(); // Make sure this particle system is reset (upon repeat) particles.emit = true; particles.turbulenceStrength = 0; // Wait before increasing turbulence strength yield return new WaitForSeconds(waitBeforeTurbulence); // Increase turbulence strength while (particles.turbulenceStrength<turbulenceMaxStrength) { particles.turbulenceStrength += turbulenceIncreaseSpeed*Time.deltaTime; yield return null; } // Wait before emission stop yield return new WaitForSeconds(waitBeforeStopEmission); // Stop emission particles.emit = false; // Wait to continue when sequence is done (could for instance be the lifetime of particles) yield return new WaitForSeconds(waitWhenDone); // Repeat if (repeat) StartCoroutine(Start()); else { //If not repeating, add Application.LoadLevel("Your Scene Name") here for instance } }
public PlaygroundParticlesC particles; // The particle system reference void Start() { // Try to get the PlaygroundParticlesC component from this object if set to null if (particles == null) { particles = GetComponent <PlaygroundParticlesC>(); } }
public Color32 color = Color.white; // Set color in Inspector void Start() { // Assume script is assigned to particle system's GameObject if particles is null if (particles == null) { particles = GetComponent <PlaygroundParticlesC>(); } }
public void ScaleStateSizeOnEnable() { if (particles==null) particles = GetComponent<PlaygroundParticlesC>(); foreach (ParticleStateC activeState in particles.states) { origStateScale = activeState.stateScale; } }
public override void OnStart() { base.OnStart(); _camera = GameMainReferences.Instance.RTSCamera.transform; _player = GameMainReferences.Instance.PlayerController.Entity; _containerCanavasGroup = _container.GetComponent<CanvasGroup>(); _particles = _particleField.GetComponentInChildren<PlaygroundParticlesC>(); }
public float angle = 90f; // Angle from object to particle system void Start() { // Try assigning from this GameObject if particles is null if (particles == null) { particles = GetComponent <PlaygroundParticlesC>(); } }
void Start() { // Assume this GameObect is particles is not assigned if (particles == null) { particles = GetComponent <PlaygroundParticlesC>(); } }
public void CreatePresetObject(int i) { PlaygroundParticlesC instantiatedPreset = PlaygroundC.InstantiatePreset(presetObjects[i].presetObject.name); if (instantiatedPreset) { Selection.activeGameObject = instantiatedPreset.particleSystemGameObject; } }
public void ScaleManipulatorSizeOnEnable() { if (particles==null) particles = GetComponent<PlaygroundParticlesC>(); foreach (ManipulatorObjectC manipulator in particles.manipulators) { origManiScale = manipulator.size; origManiStrength = manipulator.strength; } }
void OnEnable() { if (particles == null) { particles = GetComponent <PlaygroundParticlesC>(); } particles.particleMask = particles.particleCount; }
void Start () { if (particles==null) particles = GetComponent<PlaygroundParticlesC>(); if (movingTransform==null) movingTransform = transform; if (particles!=null&&movingTransform!=null) isReady = true; previousPosition = movingTransform.position; }
public override void Initialize(EffectSetting effectSetting) { base.Initialize(effectSetting); if (particles == null) particles = GetComponent<PlaygroundParticlesC>(); if (movingTransform == null) movingTransform = transform; if (particles != null && movingTransform != null) isReady = true; }
// private float m_Multiplier; public void Awake() { m_Sprite = transform.GetComponentInChildren <SpriteRenderer>(); m_LineRenderer = transform.GetComponentInChildren <LineRenderer>(); m_Particles = transform.GetComponentInChildren <PlaygroundParticlesC>(); m_ManipulatorTransform = m_Particles.transform.FindChild("Manipulator"); m_ManipulatorObstruction = PlaygroundC.GetManipulator(0, m_Particles); m_ManipulatorColor = PlaygroundC.GetManipulator(1, m_Particles); }
void OnEnable () { if (particles==null) particles = GetComponent<PlaygroundParticlesC>(); origVelocityScale = particles.velocityScale; origScale = particles.scale; origLifetimePositioningScale = particles.lifetimePositioningScale; origOverflowOffset = particles.overflowOffset; origSourceScatterMin = particles.sourceScatterMin; origSourceScatterMax = particles.sourceScatterMax; }
public void ScaleStateSizeOnEnable() { if (particles == null) { particles = GetComponent <PlaygroundParticlesC>(); } foreach (ParticleStateC activeState in particles.states) { origStateScale = activeState.stateScale; } }
void Awake() { imageColor = new Color(0f, 0f, 0f, 0f); ppc = logoParticle.GetComponent <PlaygroundParticlesC>(); Debug.Log("ppc.emit : " + ppc.emit); ppc.emit = false; var updateStream = Observable .EveryUpdate() .TakeWhile(_ => elapsedTime < sceneTransitionTime) .Finally(() => SceneManager.LoadScene("CubeField")) .Subscribe(_ => { elapsedTime += Time.deltaTime; }); // Logo Image Fade In Stream Observable .Timer(TimeSpan.FromMilliseconds(0), TimeSpan.FromSeconds(logoFadeInStartTime)) .Skip(1) .First() .Subscribe(_ => { Observable .EveryUpdate() .TakeWhile(__ => imageColor.a != 1f) .Subscribe(__ => { float rate = Mathf.Clamp((elapsedTime - logoFadeInStartTime) / logoFadeInTime, 0f, 1f); imageColor.a = rate; logoImage.color = imageColor; }); }); // Logo Image Fade Out Stream Observable .Timer(TimeSpan.FromMilliseconds(0), TimeSpan.FromSeconds(logoFadeOutStartTime)) .Skip(1) .First() .Subscribe(_ => { Observable .EveryUpdate() .TakeWhile(__ => imageColor.a != 0f) .Subscribe(__ => { float rate = 1f - Mathf.Clamp((elapsedTime - logoFadeOutStartTime) / logoFadeOutTime, 0f, 1f); imageColor.a = rate; logoImage.color = imageColor; }); }); // Particle Stream Observable .Timer(TimeSpan.FromMilliseconds(0), TimeSpan.FromSeconds(particleStartTime)) .Skip(1) .First() .Subscribe(_ => { ppc.emit = true; }); }
void Start () { // Cache the particle system (make sure you have set enough particle count) particles = GetComponent<PlaygroundParticlesC>(); // Create a new skinned world object swo = PlaygroundC.SkinnedWorldObject(skinnedMeshTransform); // Start emission routine StartCoroutine(EmitOverAllVertices()); }
void Start() { // Cache the particle system (make sure you have set enough particle count) particles = GetComponent <PlaygroundParticlesC>(); // Create a new skinned world object swo = PlaygroundC.SkinnedWorldObject(skinnedMeshTransform); // Start emission routine StartCoroutine(EmitOverAllVertices()); }
/// <summary> /// Sets the next thread method for an individual particle system. /// </summary> /// <param name="p">Particle Playground system.</param> public static void NextIndividualParticleSystemMethod(PlaygroundParticlesC p) { switch (p.threadMethod) { case ThreadMethodLocal.Inherit: p.threadMethod = ThreadMethodLocal.OnePerSystem; break; case ThreadMethodLocal.OnePerSystem: p.threadMethod = ThreadMethodLocal.OneForAll; break; case ThreadMethodLocal.OneForAll: p.threadMethod = ThreadMethodLocal.Inherit; break; } }
void Start() { if (isOldEffect) { particleM = particleObj.GetComponent <WarpWindManager>(); } iCamera = cameraObj.GetComponent(typeof(ICamera)) as ICamera; if (viralSpiral) { ppc = viralSpiral.GetComponent <PlaygroundParticlesC>(); } }
PlaygroundParticlesC particles; // Cached reference to the particle system IEnumerator Start () { // Cache a reference to the particle system particles = GetComponent<PlaygroundParticlesC>(); // Set a particle as sticky if a negative value isn't set if (stickyParticle>-1) { while (!particles.IsReady()) yield return null; particles.SetSticky (stickyParticle, stickyTransform.position+stickyOffset, stickyTransform.up, particles.stickyCollisionsSurfaceOffset, stickyTransform); } }
public void ParticleScaleOnEnable() { if (particles == null) { particles = GetComponent <PlaygroundParticlesC>(); } origVelocityScale = particles.velocityScale; origScale = particles.scale; origLifetimePositioningScale = particles.lifetimePositioningScale; origOverflowOffset = particles.overflowOffset; origScatterScale = particles.scatterScale; }
public void ScaleManipulatorSizeOnEnable() { if (particles == null) { particles = GetComponent <PlaygroundParticlesC>(); } foreach (ManipulatorObjectC manipulator in particles.manipulators) { origManiScale = manipulator.size; origManiStrength = manipulator.strength; } }
public override void Initialize(EffectSetting effectSetting) { base.Initialize(effectSetting); _rayMotor = effectSetting.GetComponentsInChildren<RayCastMotor>(true)[0]; _particles = GetComponent<PlaygroundParticlesC>(); _particles.applyParticleMask = true; _particles.overflowOffset.z = _rayMotor.MaxDistance / (1 + _particles.particleCount); if (_rayMotor == null) { Debug.LogError("Beam Chaser cannot find raycast motor! spell: " + effectSetting.spell); } }
public void CreatePreset() { // Try to child all connected objects to the particle system PlaygroundParticlesC ppScript = particleSystemObject.GetComponent <PlaygroundParticlesC>(); int i = 0; for (; i < ppScript.manipulators.Count; i++) { if (ppScript.manipulators[i].transform) { ppScript.manipulators[i].transform.parent = particleSystemObject.transform; } } for (i = 0; i < ppScript.paint.paintPositions.Count; i++) { if (ppScript.paint.paintPositions[i].parent) { ppScript.paint.paintPositions[i].parent.parent = particleSystemObject.transform; } } for (i = 0; i < ppScript.states.Count; i++) { if (ppScript.states[i].stateTransform) { ppScript.states[i].stateTransform.parent = particleSystemObject.transform; } } if (ppScript.sourceTransform) { ppScript.sourceTransform.parent = particleSystemObject.transform; } if (ppScript.worldObject.transform) { ppScript.worldObject.transform.parent = particleSystemObject.transform; } if (ppScript.skinnedWorldObject.transform) { ppScript.skinnedWorldObject.transform.parent = particleSystemObject.transform; } // Save it as prefab in presetPath and import GameObject particleSystemPrefab = PrefabUtility.CreatePrefab(PlaygroundParticleWindowC.playgroundPath + PlaygroundParticleWindowC.presetPath + particleSystemObject.name + ".prefab", particleSystemObject, ReplacePrefabOptions.Default); AssetDatabase.CopyAsset(AssetDatabase.GetAssetPath(particleSystemIcon as UnityEngine.Object), PlaygroundParticleWindowC.playgroundPath + PlaygroundParticleWindowC.iconPath + particleSystemPrefab.name + ".png"); AssetDatabase.ImportAsset(PlaygroundParticleWindowC.playgroundPath + PlaygroundParticleWindowC.iconPath + particleSystemPrefab.name + ".png"); // Close window window.Close(); }
string SourceMethod(PlaygroundParticlesC source) { string returnString; switch (source.source) { case SOURCEC.Paint:returnString = "painted";break; case SOURCEC.Projection:returnString = "projected";break; case SOURCEC.SkinnedWorldObject:returnString = "skinned mesh";break; case SOURCEC.State:returnString = "state";break; case SOURCEC.Transform:returnString = "transform";break; case SOURCEC.WorldObject:returnString = "mesh";break; case SOURCEC.Script:returnString =(source.eventControlledBy.Count>0)? "event" : "scripted";break; default:returnString = "";break; } return returnString; }
PlaygroundParticlesC particles; // Cached reference to the particle system IEnumerator Start() { // Cache a reference to the particle system particles = GetComponent <PlaygroundParticlesC>(); // Set a particle as sticky if a negative value isn't set if (stickyParticle > -1) { while (!particles.IsReady()) { yield return(null); } particles.SetSticky(stickyParticle, stickyTransform.position + stickyOffset, stickyTransform.up, particles.stickyCollisionsSurfaceOffset, stickyTransform); } }
//private ParticleSystem.MainModule _mainModule; // Use this for initialization void Start() { this._particleSystem = GetComponent <PlaygroundParticlesC>(); this._particleSystem.transform.localScale = new Vector3(0.2f, 0.2f, 0.2f); this.trailScript = GetComponent <PlaygroundTrails>() as PlaygroundTrails; this._particleSystem.emit = false; this._active = false; this._scatterSize = 0.2f; this._particleScale = 0.2f; this.Scale(_scatterSize); this._gradient = new Gradient(); this._gradient.SetKeys(_gradient.colorKeys, _alphaKeys); InvokeRepeating("Shrink", 0.0f, 0.01f); InvokeRepeating("FadeToGray", 0.0f, 0.1f); }
void Start() { if (particles == null) { particles = GetComponent <PlaygroundParticlesC>(); } if (movingTransform == null) { movingTransform = transform; } if (particles != null && movingTransform != null) { isReady = true; } previousPosition = movingTransform.position; }
public Color color = Color.white; // Color to paint with // Use this for initialization void Start () { // Get reference to particle system on GameObject if null if (particles==null) particles = GetComponent<PlaygroundParticlesC>(); if (particles!=null) { // Make sure particles are set to paint and has chosen collision type particles.source = SOURCEC.Paint; particles.paint.collisionType = collisionType; // Set delta movement to false, otherwise paint will make particles fly on initiation particles.calculateDeltaMovement = false; } else { Debug.Log("Please assign a particle system to this script.", gameObject); } }
public virtual void Awake() { m_PigmentCircle = transform.FindChild("Pigment Circle").GetComponent <SpriteRenderer>(); m_PigmentRing = transform.FindChild("Pigment Ring").GetComponent <SpriteRenderer>(); m_CromaticRing = transform.FindChild("Cromatic Ring").GetComponent <SpriteRenderer>(); m_Raycast = transform.FindChild("Raycast"); m_Particles = m_Raycast.GetComponentInChildren <PlaygroundParticlesC>(); m_ManipulatorTransform = m_Particles.transform.FindChild("Manipulator"); m_LineRenderer = m_Raycast.GetComponentInChildren <LineRenderer>(); m_Output = m_Raycast.GetComponentInChildren <SpriteRenderer>(); m_ManipulatorObstruction = PlaygroundC.GetManipulator(0, m_Particles); m_ManipulatorColor = PlaygroundC.GetManipulator(1, m_Particles); m_ParticleRing = GetComponentInChildren <ParticleSystem>(); m_SoundSource = GetComponent <AudioSource>(); }
IEnumerator Start() { PlaygroundParticlesC particles = GetComponent <PlaygroundParticlesC>(); while (!particles.IsReady()) { yield return(null); } Vector3 position = particles.particleSystemTransform.position; for (int i = 0; i < particles.particleCount; i++) { float iCircle = 360f * ((i * 1f) / (particles.particleCount * 1f)); Vector3 direction = new Vector3(Mathf.Cos(Mathf.Deg2Rad * iCircle) * width, Mathf.Sin(Mathf.Deg2Rad * iCircle) * height, 0); particles.Emit(position, direction * velocity, color); } }
// Update is called once per frame void Update () { if (Input.GetMouseButton(0) && GameManager.instance.m_CanPlay) { if (m_TouchStates == TouchStates.NOTOUCH) { m_TouchStates = TouchStates.TOUCHED; m_Trail = m_HypnoticPrefab.gameObject.GetComponent<PlaygroundTrails>(); m_Trail.lifetimeColor = Gradients[Random.Range(0, Gradients.Length + 1)]; m_HypnoticInstance = Instantiate(m_HypnoticPrefab, new Vector3(Input.mousePosition.x, Input.mousePosition.z,0), Quaternion.identity) as PlaygroundParticlesC; StartCoroutine(Effects()); Score.SetActive(true); } if(m_HypnoticInstance!=null) { Vector3 mousePos = Input.mousePosition; mousePos.z = +10; // we want 2m away from the camera position Vector3 objectPos = m_Camera.ScreenToWorldPoint(mousePos); m_HypnoticInstance.transform.position = objectPos; GameManager.instance.m_PlayerBusy = true; } } else { if(m_TouchStates == TouchStates.TOUCHED) { m_TouchStates = TouchStates.RELEASE; m_HypnoticInstance.gameObject.GetComponent<Animator>().SetTrigger("Destroy"); StartCoroutine(WaitForEnd()); } } }
public void Awake() { m_RaycastLeft = transform.FindChild("RaycastLeft"); m_RaycastRight = transform.FindChild("RaycastRight"); m_LineRendererLeft = m_RaycastLeft.GetComponentInChildren <LineRenderer>(); m_LineRendererRight = m_RaycastRight.GetComponentInChildren <LineRenderer>(); m_ParticleLeft = m_RaycastLeft.GetComponentInChildren <PlaygroundParticlesC>(); m_ParticleRight = m_RaycastRight.GetComponentInChildren <PlaygroundParticlesC>(); m_ManipulatorLeft = m_ParticleLeft.transform.FindChild("Manipulator"); m_ManipulatorRight = m_ParticleRight.transform.FindChild("Manipulator"); m_ManipulatorObstuctionLeft = PlaygroundC.GetManipulator(0, m_ParticleLeft); m_ManipulatorObstuctionRight = PlaygroundC.GetManipulator(0, m_ParticleRight); m_ManipulatorColorLeft = PlaygroundC.GetManipulator(1, m_ParticleLeft); m_ManipulatorColorRight = PlaygroundC.GetManipulator(1, m_ParticleRight); }
public void Awake() { switch (type) { case PipeType.Entry: // m_Particles = GetComponentInChildren<PlaygroundParticlesC>(); theSprite.color = new Color(0, 0, 0, 0); break; case PipeType.Exit: m_Raycast = transform.FindChild("Raycast"); m_LineRenderer = m_Raycast.GetComponentInChildren <LineRenderer>(); m_Particles = GetComponentInChildren <PlaygroundParticlesC>(); m_ManipulatorTransform = m_Particles.transform.FindChild("Manipulator"); m_ManipulatorObstruction = PlaygroundC.GetManipulator(0, m_Particles); m_ManipulatorColor = PlaygroundC.GetManipulator(1, m_Particles); break; } }
// Use this for initialization void Start() { m_goal = GameObject.Find("particles_goal").GetComponent <PlaygroundParticlesC>(); m_hots[1] = GameObject.Find("highlight_stick").GetComponent <PlaygroundParticlesC>(); m_hots[2] = GameObject.Find("highlight_pad").GetComponent <PlaygroundParticlesC>(); m_hots[3] = GameObject.Find("highlight_glove").GetComponent <PlaygroundParticlesC>(); //hot Audio source m_hots_audioSource[1] = GameObject.Find("model_goalie_stick_v1").GetComponent <AudioSource>(); m_hots_audioSource[2] = GameObject.Find("Goalie_Pad_Hand").GetComponent <AudioSource>(); m_hots_audioSource[3] = GameObject.Find("dummy_glove").GetComponent <AudioSource>(); //hot haptics m_hots_grabbable[1] = m_hots_audioSource[2].GetComponent <VRTK.script_grabbable>(); // stick and pad share the same grabbable m_hots_grabbable[2] = m_hots_audioSource[2].GetComponent <VRTK.script_grabbable>(); m_hots_grabbable[3] = m_hots_audioSource[3].GetComponent <VRTK.script_grabbable>(); // m_manager_audio = GameObject.Find("Manager_Gameplay").GetComponent <script_manager_audio>(); }
void Start () { particles = GetComponent<PlaygroundParticlesC>(); laserColor = particles.lifetimeColor; previousParticleCount = particleCount; }
public Color32 color = Color.white; // Set color in Inspector void Start () { // Assume script is assigned to particle system's GameObject if particles is null if (particles==null) particles = GetComponent<PlaygroundParticlesC>(); }
void Start () { particles = GetComponent<PlaygroundParticlesC>(); cameraTransform = Camera.main.transform; }
int snapshotToLoad = 1; // The current snapshot to load when spacebar is pressed void Start () { if (particles==null) particles = GetComponent<PlaygroundParticlesC>(); }
void OnEnable () { lastActiveTool = Tools.current; // Playground Particles playgroundParticlesScriptReference = target as PlaygroundParticlesC; playgroundParticles = new SerializedObject(playgroundParticlesScriptReference); shurikenRenderer = playgroundParticlesScriptReference.particleSystemGameObject.particleSystem.renderer as ParticleSystemRenderer; manipulators = playgroundParticles.FindProperty("manipulators"); events = playgroundParticles.FindProperty("events"); snapshots = playgroundParticles.FindProperty("snapshots"); source = playgroundParticles.FindProperty("source"); sorting = playgroundParticles.FindProperty("sorting"); lifetimeSorting = playgroundParticles.FindProperty("lifetimeSorting"); nearestNeighborOrigin = playgroundParticles.FindProperty("nearestNeighborOrigin"); activeState = playgroundParticles.FindProperty("activeState"); particleCount = playgroundParticles.FindProperty("particleCount"); emissionRate = playgroundParticles.FindProperty("emissionRate"); updateRate = playgroundParticles.FindProperty("updateRate"); emit = playgroundParticles.FindProperty("emit"); loop = playgroundParticles.FindProperty("loop"); disableOnDone = playgroundParticles.FindProperty("disableOnDone"); calculate = playgroundParticles.FindProperty("calculate"); deltaMovementStrength = playgroundParticles.FindProperty("deltaMovementStrength"); particleTimescale = playgroundParticles.FindProperty("particleTimescale"); sizeMin = playgroundParticles.FindProperty("sizeMin"); sizeMax = playgroundParticles.FindProperty("sizeMax"); overflowOffset = playgroundParticles.FindProperty("overflowOffset"); overflowMode = playgroundParticles.FindProperty("overflowMode"); lifetime = playgroundParticles.FindProperty("lifetime"); lifetimeSize = playgroundParticles.FindProperty("lifetimeSize"); turbulenceLifetimeStrength = playgroundParticles.FindProperty("turbulenceLifetimeStrength"); lifetimeVelocity = playgroundParticles.FindProperty("lifetimeVelocity"); initialVelocityShape = playgroundParticles.FindProperty("initialVelocityShape"); initialVelocityMin = playgroundParticles.FindProperty("initialVelocityMin"); initialVelocityMax = playgroundParticles.FindProperty("initialVelocityMax"); initialLocalVelocityMin = playgroundParticles.FindProperty("initialLocalVelocityMin"); initialLocalVelocityMax = playgroundParticles.FindProperty("initialLocalVelocityMax"); lifetimeColor = playgroundParticles.FindProperty("lifetimeColor"); lifetimeColors = playgroundParticles.FindProperty ("lifetimeColors"); colorSource = playgroundParticles.FindProperty("colorSource"); collision = playgroundParticles.FindProperty("collision"); affectRigidbodies = playgroundParticles.FindProperty("affectRigidbodies"); mass = playgroundParticles.FindProperty("mass"); collisionRadius = playgroundParticles.FindProperty("collisionRadius"); collisionMask = playgroundParticles.FindProperty("collisionMask"); collisionType = playgroundParticles.FindProperty("collisionType"); bounciness = playgroundParticles.FindProperty("bounciness"); states = playgroundParticles.FindProperty("states"); worldObject = playgroundParticles.FindProperty("worldObject"); skinnedWorldObject = playgroundParticles.FindProperty("skinnedWorldObject"); sourceTransform = playgroundParticles.FindProperty("sourceTransform"); worldObjectUpdateVertices = playgroundParticles.FindProperty ("worldObjectUpdateVertices"); worldObjectUpdateNormals = playgroundParticles.FindProperty("worldObjectUpdateNormals"); sourcePaint = playgroundParticles.FindProperty("paint"); sourceProjection = playgroundParticles.FindProperty("projection"); lifetimeStretching = playgroundParticles.FindProperty("stretchLifetime"); playgroundParticlesScriptReference.shurikenParticleSystem = playgroundParticlesScriptReference.GetComponent<ParticleSystem>(); playgroundParticlesScriptReference.particleSystemRenderer = playgroundParticlesScriptReference.shurikenParticleSystem.renderer; particleMaterial = playgroundParticlesScriptReference.particleSystemRenderer.sharedMaterial; onlySourcePositioning = playgroundParticles.FindProperty("onlySourcePositioning"); applyLifetimeVelocity = playgroundParticles.FindProperty("applyLifetimeVelocity"); lifeTimeVelocityX = lifetimeVelocity.FindPropertyRelative("x"); lifeTimeVelocityY = lifetimeVelocity.FindPropertyRelative("y"); lifeTimeVelocityZ = lifetimeVelocity.FindPropertyRelative("z"); initialVelocityShapeX = initialVelocityShape.FindPropertyRelative("x"); initialVelocityShapeY = initialVelocityShape.FindPropertyRelative("y"); initialVelocityShapeZ = initialVelocityShape.FindPropertyRelative("z"); applyInitialVelocity = playgroundParticles.FindProperty("applyInitialVelocity"); applyInitialLocalVelocity = playgroundParticles.FindProperty("applyInitialLocalVelocity"); applyVelocityBending = playgroundParticles.FindProperty("applyVelocityBending"); velocityBendingType = playgroundParticles.FindProperty("velocityBendingType"); movementCompensationLifetimeStrength = playgroundParticles.FindProperty ("movementCompensationLifetimeStrength"); worldObjectGameObject = worldObject.FindPropertyRelative("gameObject"); skinnedWorldObjectGameObject = skinnedWorldObject.FindPropertyRelative("gameObject"); // Lifetime colors if (playgroundParticlesScriptReference.lifetimeColors==null) playgroundParticlesScriptReference.lifetimeColors = new List<PlaygroundGradientC>(); // Sorting prevLifetimeSortingKeys = playgroundParticlesScriptReference.lifetimeSorting.keys; // Manipulator list manipulatorListFoldout = new List<bool>(); manipulatorListFoldout.AddRange(new bool[playgroundParticlesScriptReference.manipulators.Count]); // Events list eventListFoldout = new List<bool>(); eventListFoldout.AddRange(new bool[playgroundParticlesScriptReference.events.Count]); // States foldout statesListFoldout = new List<bool>(); statesListFoldout.AddRange(new bool[playgroundParticlesScriptReference.states.Count]); previousSource = playgroundParticlesScriptReference.source; // Playground playgroundScriptReference = FindObjectOfType<PlaygroundC>(); // Create a manager if no existing instance is in the scene if (!playgroundScriptReference && Selection.activeTransform!=null) { PlaygroundC.ResourceInstantiate("Playground Manager"); playgroundScriptReference = FindObjectOfType<PlaygroundC>(); } if (playgroundScriptReference!=null) { PlaygroundC.reference = playgroundScriptReference; // Serialize Playground playground = new SerializedObject(playgroundScriptReference); PlaygroundInspectorC.Initialize(playgroundScriptReference); // Add this PlaygroundParticles if not existing in Playground list if (!playgroundParticlesScriptReference.isSnapshot && !playgroundScriptReference.particleSystems.Contains(playgroundParticlesScriptReference) && Selection.activeTransform!=null) playgroundScriptReference.particleSystems.Add(playgroundParticlesScriptReference); // Cache components playgroundParticlesScriptReference.particleSystemGameObject = playgroundParticlesScriptReference.gameObject; playgroundParticlesScriptReference.particleSystemTransform = playgroundParticlesScriptReference.transform; playgroundParticlesScriptReference.particleSystemRenderer = playgroundParticlesScriptReference.renderer; playgroundParticlesScriptReference.shurikenParticleSystem = playgroundParticlesScriptReference.particleSystemGameObject.GetComponent<ParticleSystem>(); playgroundParticlesScriptReference.particleSystemRenderer2 = playgroundParticlesScriptReference.particleSystemGameObject.particleSystem.renderer as ParticleSystemRenderer; // Set manager as parent if (PlaygroundC.reference.autoGroup && playgroundParticlesScriptReference.particleSystemTransform!=null && playgroundParticlesScriptReference.particleSystemTransform.parent == null && Selection.activeTransform!=null) playgroundParticlesScriptReference.particleSystemTransform.parent = PlaygroundC.referenceTransform; // Issue a quick refresh if (!EditorApplication.isPlaying) foreach (PlaygroundParticlesC p in PlaygroundC.reference.particleSystems) p.Start(); } selectedSort = sorting.intValue; // State initial values if (addStateTransform==null) addStateTransform = (Transform)playgroundParticlesScriptReference.particleSystemTransform; // Visiblity of Shuriken component in Inspector if (!playgroundScriptReference || playgroundScriptReference && !playgroundScriptReference.showShuriken) playgroundParticlesScriptReference.shurikenParticleSystem.hideFlags = HideFlags.HideInInspector; else playgroundParticlesScriptReference.shurikenParticleSystem.hideFlags = HideFlags.None; SetWireframeVisibility(); // Set paint init paintLayerMask = sourcePaint.FindPropertyRelative("layerMask"); paintCollisionType = sourcePaint.FindPropertyRelative("collisionType"); LoadBrushes(); // Set projection init projectionMask = sourceProjection.FindPropertyRelative("projectionMask"); projectionCollisionType = sourceProjection.FindPropertyRelative("collisionType"); // Snapshots if (playgroundParticlesScriptReference.snapshots.Count>0) { if (playgroundParticlesScriptReference.snapshots.Count>0) { for (int i = 0; i<playgroundParticlesScriptReference.snapshots.Count; i++) if (playgroundParticlesScriptReference.snapshots[i].settings==null) playgroundParticlesScriptReference.snapshots.RemoveAt(i); } saveName += " "+(playgroundParticlesScriptReference.snapshots.Count+1).ToString(); } }
void Start() { thisPart = GetComponent<PlaygroundParticlesC> (); //thatPart = GetComponentInParent<PlaygroundParticlesC> (); }
protected override void OnQuestAdded() { base.OnQuestAdded(); playground = GetComponent<PlaygroundParticlesC>(); }
// Use this for initialization void Start () { particles = GetComponent<PlaygroundParticlesC>(); }
// Use this for initialization void Start () { particles = GetComponent<PlaygroundParticlesC>(); initialOverflow = particles.overflowOffset; }
void Start () { particles = GetComponent<PlaygroundParticlesC>(); thisTransform = transform; StartCoroutine(Shoot()); }
public override void Initialize(EffectSetting effectSetting) { base.Initialize(effectSetting); particleSystem = GetComponent<PlaygroundParticlesC>(); r_playing = particleSystem.emit; }
protected override void OnAwake() { base.OnAwake(); _particles = GetComponent<PlaygroundParticlesC>(); }
public PlaygroundParticlesC particles; // The particle system reference void Start () { // Try to get the PlaygroundParticlesC component from this object if set to null if (particles==null) particles = GetComponent<PlaygroundParticlesC>(); }
void Start () { particles = GetComponent<PlaygroundParticlesC>(); sceneScript = FindObjectOfType<PlaygroundScenes>(); }
protected override void OnInitialise() { base.OnInitialise(); _playground = GetComponent<PlaygroundParticlesC>(); r_emit = _playground.emit; }
void Start () { // Assume this GameObect is particles is not assigned if (particles==null) particles = GetComponent<PlaygroundParticlesC>(); }